FS#25 - Change sf::PostFx to a more general purpose pixel shader class (sf::Shader)

Updated the PostFx sample, renamed to Shader
Renamed all the static X::CanUseX() functions to X::IsAvailable() to make the API more consistent
Moved .def files from /build/VC200X to /src in CSFML
Minors fixes in CSFML

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1258 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2009-11-03 09:04:40 +00:00
parent 63e07cec84
commit d7bd00afc0
125 changed files with 1606 additions and 2348 deletions

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@ -1,16 +0,0 @@
texture framebuffer
float offset
effect
{
vec2 offx = vec2(offset, 0.0);
vec2 offy = vec2(0.0, offset);
vec4 c0 = framebuffer(_in);
vec4 c1 = framebuffer(_in - offy);
vec4 c2 = framebuffer(_in + offy);
vec4 c3 = framebuffer(_in - offx);
vec4 c4 = framebuffer(_in + offx);
_out = c0 * 0.2 + c1 * 0.2 + c2 * 0.2 + c3 * 0.2 + c4 * 0.2;
}

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@ -1,10 +0,0 @@
texture framebuffer
vec3 color
effect
{
vec4 pixel = framebuffer(_in);
float gray = pixel.r * 0.39 + pixel.g * 0.50 + pixel.b * 0.11;
_out = vec4(gray * color, 1.0) * 0.6 + pixel * 0.4;
}

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@ -1,12 +0,0 @@
texture framebuffer
vec2 mouse
effect
{
float len = distance(_in, mouse) * 7.0;
if (len < 1.0)
_out = framebuffer(_in + (_in - mouse) * len);
else
_out = framebuffer(_in);
}

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@ -1,6 +0,0 @@
texture framebuffer
effect
{
_out = framebuffer(_in);
}

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@ -1,11 +0,0 @@
texture framebuffer
vec2 mouse
effect
{
float factor = 5 + 100 * length(mouse);
vec2 pos = floor(_in * factor) / factor;
_out = framebuffer(pos);
}

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@ -1,12 +0,0 @@
texture framebuffer
texture wave
vec2 offset
effect
{
vec2 texoffset = wave(_in * offset).xy;
texoffset -= vec2(0.5, 0.5);
texoffset *= 0.05;
_out = framebuffer(_in + texoffset);
}

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uniform sampler2D texture;
uniform float offset;
void main()
{
vec2 offx = vec2(offset, 0.0);
vec2 offy = vec2(0.0, offset);
vec4 c0 = texture2D(texture, gl_TexCoord[0].xy);
vec4 c1 = texture2D(texture, gl_TexCoord[0].xy - offy);
vec4 c2 = texture2D(texture, gl_TexCoord[0].xy + offy);
vec4 c3 = texture2D(texture, gl_TexCoord[0].xy - offx);
vec4 c4 = texture2D(texture, gl_TexCoord[0].xy + offx);
gl_FragColor = gl_Color * (c0 * 0.2 + c1 * 0.2 + c2 * 0.2 + c3 * 0.2 + c4 * 0.2);
}

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@ -0,0 +1,11 @@
uniform sampler2D texture;
uniform vec3 color;
void main()
{
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
float gray = pixel.r * 0.39 + pixel.g * 0.50 + pixel.b * 0.11;
gl_FragColor = vec4(gray * color, 1.0) * 0.6 + pixel * 0.4;
gl_FragColor.a = pixel.a;
}

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@ -0,0 +1,13 @@
uniform sampler2D texture;
uniform vec2 mouse;
void main()
{
float len = distance(gl_TexCoord[0].xy, mouse) * 7.0;
vec2 coords = gl_TexCoord[0].xy;
if (len < 1.0)
coords += (gl_TexCoord[0].xy - mouse) * len;
gl_FragColor = texture2D(texture, coords) * gl_Color;
}

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@ -0,0 +1,6 @@
uniform sampler2D texture;
void main()
{
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
}

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@ -0,0 +1,10 @@
uniform sampler2D texture;
uniform vec2 mouse;
void main()
{
float factor = 5 + 100 * length(mouse);
vec2 pos = floor(gl_TexCoord[0].xy * factor + 0.5) / factor;
gl_FragColor = texture2D(texture, pos) * gl_Color;
}

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uniform sampler2D texture;
uniform sampler2D wave;
uniform vec2 offset;
void main()
{
vec2 texoffset = texture2D(wave, (gl_TexCoord[0].xy * offset).xy);
texoffset -= vec2(0.5, 0.5);
texoffset *= 0.05;
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy + texoffset) * gl_Color;
}

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@ -2,13 +2,13 @@
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="postfx" />
<Option title="shader" />
<Option pch_mode="2" />
<Option compiler="gcc" />
<Build>
<Target title="Debug_Win32">
<Option output="..\..\bin\postfx-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\postfx\Debug_Win32" />
<Option output="..\..\bin\shader-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\shader\Debug_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
@ -31,8 +31,8 @@
</Linker>
</Target>
<Target title="Release_Win32">
<Option output="..\..\bin\postfx" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\postfx\Release_Win32" />
<Option output="..\..\bin\shader" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\shader\Release_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
@ -57,7 +57,7 @@
<Compiler>
<Add directory="..\..\..\include" />
</Compiler>
<Unit filename="..\..\post-fx\PostFX.cpp" />
<Unit filename="..\..\shader\Shader.cpp" />
<Extensions>
<code_completion />
<envvars />

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@ -2,9 +2,9 @@
<VisualStudioProject
ProjectType="Visual C++"
Version="8,00"
Name="postfx"
Name="shader"
ProjectGUID="{E8B7727D-2308-4ADC-90AE-D3F46798447D}"
RootNamespace="postfx"
RootNamespace="shader"
Keyword="Win32Proj"
>
<Platforms>
@ -180,7 +180,7 @@
</References>
<Files>
<File
RelativePath="..\..\post-fx\PostFX.cpp"
RelativePath="..\..\shader\Shader.cpp"
>
</File>
</Files>

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@ -2,9 +2,9 @@
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Name="postfx"
Name="shader"
ProjectGUID="{E8B7727D-2308-4ADC-90AE-D3F46798447D}"
RootNamespace="postfx"
RootNamespace="shader"
Keyword="Win32Proj"
TargetFrameworkVersion="131072"
>
@ -179,7 +179,7 @@
</References>
<Files>
<File
RelativePath="..\..\post-fx\PostFX.cpp"
RelativePath="..\..\shader\Shader.cpp"
>
</File>
</Files>

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@ -41,7 +41,7 @@ int main()
// Load the text font
sf::Font font;
if (!font.LoadFromFile("datas/post-fx/cheeseburger.ttf"))
if (!font.LoadFromFile("datas/pong/cheeseburger.ttf"))
return EXIT_FAILURE;
// Initialize the end text

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@ -1,204 +0,0 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <map>
#include <math.h>
void DisplayError();
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Check that the system can use post effects
if (sf::PostFX::CanUsePostFX() == false)
{
DisplayError();
return EXIT_SUCCESS;
}
// Create the main window
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML PostFX");
// Load a background image to display
sf::Image backgroundImage;
if (!backgroundImage.LoadFromFile("datas/post-fx/background.jpg"))
return EXIT_FAILURE;
sf::Sprite background(backgroundImage);
// Load a sprite which we'll move into the scene
sf::Image entityImage;
if (!entityImage.LoadFromFile("datas/post-fx/sprite.png"))
return EXIT_FAILURE;
sf::Sprite entity(entityImage);
// Load the text font
sf::Font font;
if (!font.LoadFromFile("datas/post-fx/cheeseburger.ttf"))
return EXIT_FAILURE;
// Load the image needed for the wave effect
sf::Image waveImage;
if (!waveImage.LoadFromFile("datas/post-fx/wave.jpg"))
return EXIT_FAILURE;
// Load all effects
std::map<std::string, sf::PostFX> effects;
if (!effects["nothing"].LoadFromFile("datas/post-fx/nothing.sfx")) return EXIT_FAILURE;
if (!effects["blur"].LoadFromFile("datas/post-fx/blur.sfx")) return EXIT_FAILURE;
if (!effects["colorize"].LoadFromFile("datas/post-fx/colorize.sfx")) return EXIT_FAILURE;
if (!effects["fisheye"].LoadFromFile("datas/post-fx/fisheye.sfx")) return EXIT_FAILURE;
if (!effects["wave"].LoadFromFile("datas/post-fx/wave.sfx")) return EXIT_FAILURE;
if (!effects["pixelate"].LoadFromFile("datas/post-fx/pixelate.sfx")) return EXIT_FAILURE;
std::map<std::string, sf::PostFX>::iterator currentEffect = effects.find("nothing");
// Do specific initializations
effects["nothing"].SetTexture("framebuffer", NULL);
effects["blur"].SetTexture("framebuffer", NULL);
effects["blur"].SetParameter("offset", 0.f);
effects["colorize"].SetTexture("framebuffer", NULL);
effects["colorize"].SetParameter("color", 1.f, 1.f, 1.f);
effects["fisheye"].SetTexture("framebuffer", NULL);
effects["wave"].SetTexture("framebuffer", NULL);
effects["wave"].SetTexture("wave", &waveImage);
effects["pixelate"].SetTexture("framebuffer", NULL);
// Define a string for displaying current effect description
sf::String curFXStr;
curFXStr.SetText("Current effect is \"" + currentEffect->first + "\"");
curFXStr.SetFont(font);
curFXStr.SetPosition(20.f, 0.f);
curFXStr.SetColor(sf::Color(150, 70, 110));
// Define a string for displaying help
sf::String infoStr;
infoStr.SetText("Move your mouse to change the effect parameters\nPress numpad + and - to change effect\nWarning : some effects may not work\ndepending on your graphics card");
infoStr.SetFont(font);
infoStr.SetPosition(20.f, 460.f);
infoStr.SetColor(sf::Color(200, 100, 150));
// Create a clock to measure the total time elapsed
sf::Clock clock;
// Start the game loop
while (window.IsOpened())
{
// Process events
sf::Event event;
while (window.GetEvent(event))
{
// Close window : exit
if (event.Type == sf::Event::Closed)
window.Close();
if (event.Type == sf::Event::KeyPressed)
{
// Escape key : exit
if (event.Key.Code == sf::Key::Escape)
window.Close();
// Add key : next effect
if (event.Key.Code == sf::Key::Add)
{
currentEffect++;
if (currentEffect == effects.end())
currentEffect = effects.begin();
curFXStr.SetText("Current effect is \"" + currentEffect->first + "\"");
}
// Subtract key : previous effect
if (event.Key.Code == sf::Key::Subtract)
{
if (currentEffect == effects.begin())
currentEffect = effects.end();
currentEffect--;
curFXStr.SetText("Current effect is \"" + currentEffect->first + "\"");
}
}
}
// Get the mouse position in the range [0, 1]
float mouseX = window.GetInput().GetMouseX() / static_cast<float>(window.GetWidth());
float mouseY = window.GetInput().GetMouseY() / static_cast<float>(window.GetHeight());
// Update the current effect
if (currentEffect->first == "blur") currentEffect->second.SetParameter("offset", mouseX * mouseY * 0.05f);
else if (currentEffect->first == "colorize") currentEffect->second.SetParameter("color", 0.3f, mouseX, mouseY);
else if (currentEffect->first == "fisheye") currentEffect->second.SetParameter("mouse", mouseX, 1.f - mouseY);
else if (currentEffect->first == "wave") currentEffect->second.SetParameter("offset", mouseX, mouseY);
else if (currentEffect->first == "pixelate") currentEffect->second.SetParameter("mouse", mouseX, mouseY);
// Animate the sprite
float entityX = (cos(clock.GetElapsedTime() * 1.3f) + 1.2f) * 300;
float entityY = (cos(clock.GetElapsedTime() * 0.8f) + 1.2f) * 200;
entity.SetPosition(entityX, entityY);
entity.Rotate(window.GetFrameTime() * 100);
// Clear the window
window.Clear();
// Draw background, sprite and apply the post-fx
window.Draw(background);
window.Draw(entity);
window.Draw(currentEffect->second);
// Draw interface strings
window.Draw(curFXStr);
window.Draw(infoStr);
// Finally, display the rendered frame on screen
window.Display();
}
return EXIT_SUCCESS;
}
////////////////////////////////////////////////////////////
/// Fonction called when the post-effects are not supported ;
/// Display an error message and wait until the user exits
///
////////////////////////////////////////////////////////////
void DisplayError()
{
// Create the main window
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML PostFX");
// Define a string for displaying the error message
sf::String error("Sorry, your system doesn't support post-effects");
error.SetPosition(100.f, 250.f);
error.SetColor(sf::Color(200, 100, 150));
// Start the game loop
while (window.IsOpened())
{
// Process events
sf::Event event;
while (window.GetEvent(event))
{
// Close window : exit
if (event.Type == sf::Event::Closed)
window.Close();
// Escape key : exit
if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape))
window.Close();
}
// Clear the window
window.Clear();
// Draw the error message
window.Draw(error);
// Finally, display the rendered frame on screen
window.Display();
}
}

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@ -1,5 +1,5 @@
EXEC = post-fx
OBJ = PostFX.o
EXEC = shader
OBJ = Shader.o
all: $(EXEC)

277
samples/shader/Shader.cpp Normal file
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@ -0,0 +1,277 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <map>
#include <math.h>
void DisplayError();
////////////////////////////////////////////////////////////
/// A class to simplify shader selection
///
////////////////////////////////////////////////////////////
class ShaderSelector
{
public :
// Constructor
ShaderSelector(std::map<std::string, sf::Shader>& owner, const std::string& shader) :
myOwner (&owner),
myIterator(owner.find(shader))
{
}
// Select the previous shader
void GotoPrevious()
{
if (myIterator == myOwner->begin())
myIterator = myOwner->end();
myIterator--;
}
// Select the next shader
void GotoNext()
{
myIterator++;
if (myIterator == myOwner->end())
myIterator = myOwner->begin();
}
// Update the shader parameters
void Update(float x, float y)
{
if (myIterator->first == "blur") myIterator->second.SetParameter("offset", x * y * 0.05f);
else if (myIterator->first == "colorize") myIterator->second.SetParameter("color", 0.3f, x, y);
else if (myIterator->first == "fisheye") myIterator->second.SetParameter("mouse", x, y);
else if (myIterator->first == "wave") myIterator->second.SetParameter("offset", x, y);
else if (myIterator->first == "pixelate") myIterator->second.SetParameter("mouse", x, y);
}
// Get the name of the current shader
const std::string& GetName() const
{
return myIterator->first;
}
// Get the current shader
const sf::Shader& GetShader() const
{
return myIterator->second;
}
private :
std::map<std::string, sf::Shader>* myOwner;
std::map<std::string, sf::Shader>::iterator myIterator;
};
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Check that the system can use shaders
if (sf::Shader::IsAvailable() == false)
{
DisplayError();
return EXIT_SUCCESS;
}
// Create the main window
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Shader");
// Create the render image
sf::RenderImage image;
if (!image.Create(window.GetWidth(), window.GetHeight()))
return EXIT_FAILURE;
// Load a background image to display
sf::Image backgroundImage;
if (!backgroundImage.LoadFromFile("datas/shader/background.jpg"))
return EXIT_FAILURE;
sf::Sprite background(backgroundImage);
backgroundImage.SetSmooth(false);
// Load a sprite which we'll move into the scene
sf::Image entityImage;
if (!entityImage.LoadFromFile("datas/shader/sprite.png"))
return EXIT_FAILURE;
sf::Sprite entity(entityImage);
// Load the text font
sf::Font font;
if (!font.LoadFromFile("datas/shader/arial.ttf", 20))
return EXIT_FAILURE;
// Load the image needed for the wave shader
sf::Image waveImage;
if (!waveImage.LoadFromFile("datas/shader/wave.jpg"))
return EXIT_FAILURE;
// Load all shaders
std::map<std::string, sf::Shader> shaders;
if (!shaders["nothing"].LoadFromFile("datas/shader/nothing.sfx")) return EXIT_FAILURE;
if (!shaders["blur"].LoadFromFile("datas/shader/blur.sfx")) return EXIT_FAILURE;
if (!shaders["colorize"].LoadFromFile("datas/shader/colorize.sfx")) return EXIT_FAILURE;
if (!shaders["fisheye"].LoadFromFile("datas/shader/fisheye.sfx")) return EXIT_FAILURE;
if (!shaders["wave"].LoadFromFile("datas/shader/wave.sfx")) return EXIT_FAILURE;
if (!shaders["pixelate"].LoadFromFile("datas/shader/pixelate.sfx")) return EXIT_FAILURE;
ShaderSelector backgroundShader(shaders, "nothing");
ShaderSelector entityShader(shaders, "nothing");
ShaderSelector globalShader(shaders, "nothing");
// Do specific initializations
shaders["nothing"].SetTexture("texture", sf::Shader::CurrentTexture);
shaders["blur"].SetTexture("texture", sf::Shader::CurrentTexture);
shaders["blur"].SetParameter("offset", 0.f);
shaders["colorize"].SetTexture("texture", sf::Shader::CurrentTexture);
shaders["colorize"].SetParameter("color", 1.f, 1.f, 1.f);
shaders["fisheye"].SetTexture("texture", sf::Shader::CurrentTexture);
shaders["wave"].SetTexture("texture", sf::Shader::CurrentTexture);
shaders["wave"].SetTexture("wave", waveImage);
shaders["pixelate"].SetTexture("texture", sf::Shader::CurrentTexture);
// Define a string for displaying the description of the current shader
sf::String shaderStr;
shaderStr.SetFont(font);
shaderStr.SetSize(20);
shaderStr.SetPosition(5.f, 0.f);
shaderStr.SetColor(sf::Color(250, 100, 30));
shaderStr.SetText("Background shader: \"" + backgroundShader.GetName() + "\"\n"
"Flower shader: \"" + entityShader.GetName() + "\"\n"
"Global shader: \"" + globalShader.GetName() + "\"\n");
// Define a string for displaying help
sf::String infoStr;
infoStr.SetFont(font);
infoStr.SetSize(20);
infoStr.SetPosition(5.f, 510.f);
infoStr.SetColor(sf::Color(250, 100, 30));
infoStr.SetText("Move your mouse to change the shaders' parameters\n"
"Press numpad 1/4 to change the background shader\n"
"Press numpad 2/5 to change the flower shader\n"
"Press numpad 3/6 to change the global shader");
// Create a clock to measure the total time elapsed
sf::Clock clock;
// Start the game loop
while (window.IsOpened())
{
// Process events
sf::Event event;
while (window.GetEvent(event))
{
// Close window : exit
if (event.Type == sf::Event::Closed)
window.Close();
if (event.Type == sf::Event::KeyPressed)
{
// Escape key : exit
if (event.Key.Code == sf::Key::Escape)
window.Close();
// Numpad : switch effect
switch (event.Key.Code)
{
case sf::Key::Numpad1 : backgroundShader.GotoPrevious(); break;
case sf::Key::Numpad4 : backgroundShader.GotoNext(); break;
case sf::Key::Numpad2 : entityShader.GotoPrevious(); break;
case sf::Key::Numpad5 : entityShader.GotoNext(); break;
case sf::Key::Numpad3 : globalShader.GotoPrevious(); break;
case sf::Key::Numpad6 : globalShader.GotoNext(); break;
}
// Update the text
shaderStr.SetText("Background shader: \"" + backgroundShader.GetName() + "\"\n"
"Entity shader: \"" + entityShader.GetName() + "\"\n"
"Global shader: \"" + globalShader.GetName() + "\"\n");
}
}
// Get the mouse position in the range [0, 1]
float mouseX = window.GetInput().GetMouseX() / static_cast<float>(window.GetWidth());
float mouseY = window.GetInput().GetMouseY() / static_cast<float>(window.GetHeight());
// Update the shaders
backgroundShader.Update(mouseX, mouseY);
entityShader.Update(mouseX, mouseY);
globalShader.Update(mouseX, mouseY);
// Animate the entity
float entityX = (cos(clock.GetElapsedTime() * 1.3f) + 1.2f) * 300;
float entityY = (cos(clock.GetElapsedTime() * 0.8f) + 1.2f) * 200;
entity.SetPosition(entityX, entityY);
entity.Rotate(window.GetFrameTime() * 100);
// Draw the background and the moving entity to the render image
image.Clear();
image.Draw(background, backgroundShader.GetShader());
image.Draw(entity, entityShader.GetShader());
image.Display();
// Draw the contents of the render image to the window
sf::Sprite screen(image.GetImage());
window.Draw(screen, globalShader.GetShader());
// Draw the interface texts
window.Draw(shaderStr);
window.Draw(infoStr);
// Finally, display the rendered frame on screen
window.Display();
}
return EXIT_SUCCESS;
}
////////////////////////////////////////////////////////////
/// Fonction called when the post-effects are not supported ;
/// Display an error message and wait until the user exits
///
////////////////////////////////////////////////////////////
void DisplayError()
{
// Create the main window
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Shader");
// Define a string for displaying the error message
sf::String error("Sorry, your system doesn't support shaders");
error.SetPosition(100.f, 250.f);
error.SetColor(sf::Color(200, 100, 150));
// Start the game loop
while (window.IsOpened())
{
// Process events
sf::Event event;
while (window.GetEvent(event))
{
// Close window : exit
if (event.Type == sf::Event::Closed)
window.Close();
// Escape key : exit
if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape))
window.Close();
}
// Clear the window
window.Clear();
// Draw the error message
window.Draw(error);
// Finally, display the rendered frame on screen
window.Display();
}
}

View file

@ -16,7 +16,7 @@
int main()
{
// Check that the device can capture audio
if (sf::SoundRecorder::CanCapture() == false)
if (sf::SoundRecorder::IsAvailable() == false)
{
std::cout << "Sorry, audio capture is not supported by your system" << std::endl;
return EXIT_SUCCESS;

View file

@ -63,7 +63,7 @@ private :
void DoClient(unsigned short port)
{
// Check that the device can capture audio
if (sf::SoundRecorder::CanCapture() == false)
if (sf::SoundRecorder::IsAvailable() == false)
{
std::cout << "Sorry, audio capture is not supported by your system" << std::endl;
return;